void hud_free(void) { gui_delete(Rhud_id); gui_delete(Lhud_id); gui_delete(time_id); gui_delete(view_id); gui_delete(fps_id); }
void hud_free(void) { #ifdef __MOBILE__ gui_delete(Shud_id); #endif gui_delete(Lhud_id); gui_delete(Rhud_id); gui_delete(fps_id); }
static void fall_out_leave(int id) { /* HACK: don't run animation if only "visiting" a state. */ st_fall_out.timer = resume ? shared_timer : fall_out_timer; gui_delete(id); }
static void goal_leave(int id) { /* HACK: don't run animation if only "visiting" a state. */ st_goal.timer = resume ? shared_timer : goal_timer; gui_delete(id); }
static void name_leave(struct state *st, struct state *next, int id) { if (draw_back) back_free(); text_input_stop(); gui_delete(id); }
static void demo_leave(struct state *st, struct state *next, int id) { if (next == &st_title) { demo_dir_free(items); items = NULL; } gui_delete(id); }
static void name_leave(struct state *st, struct state *next, int id) { if (draw_back) back_free(); /* FIXME SDL_EnableUNICODE(1); */ gui_delete(id); }
static void title_leave(struct state *st, struct state *next, int id) { if (items) { demo_dir_free(items); items = NULL; } SDL_EnableUNICODE(0); demo_replay_stop(0); gui_delete(id); }
static void title_leave(struct state *st, struct state *next, int id) { gui_delete(id); if (next == &st_conf) { /* * This is ugly, but better than stupidly deleting stuff using * object names from a previous GL context. */ course_free(); } }
static void over_leave(int id) { gui_delete(id); }
static void title_leave(int id) { gui_delete(id); }
static void fall_leave(int id) { gui_delete(id); hud_free(); }
static void score_leave(int id) { gui_delete(id); }
static void demo_play_leave(struct state *st, struct state *next, int id) { gui_delete(id); video_show_cursor(); }
void conf_common_leave(struct state *st, struct state *next, int id) { back_free(); gui_delete(id); }
static void next_leave(struct state *st, struct state *next, int id) { hud_free(); gui_delete(id); }
static void pause_leave(int id) { gui_delete(id); hud_free(); audio_music_fade_in(0.5f); }
static void conf_leave(struct state *st, struct state *next, int id) { gui_delete(id); }
static void save_leave(struct state *st, struct state *next, int id) { text_input_stop(); gui_delete(id); }
static void fall_leave(struct state *st, struct state *next, int id) { gui_delete(id); hud_free(); }
static void title_leave(int id) { demo_replay_stop(0); gui_delete(id); }
static void help_leave(int id) { gui_delete(id); }
static void course_leave(int id) { gui_delete(id); }
static void conf_shared_leave(struct state *st, struct state *next, int id) { back_free(); gui_delete(id); }
static void party_leave(int id) { gui_delete(id); }
void common_leave(struct state *st, struct state *next, int id) { gui_delete(id); }
static void next_leave(int id) { hud_free(); gui_delete(id); }
static void start_leave(int id) { gui_delete(id); }
static void pause_leave(struct state *st, struct state *next, int id) { gui_delete(id); hud_free(); audio_music_fade_in(0.5f); }
static void resol_leave(struct state *st, struct state *next, int id) { back_free(); gui_delete(id); }